Topic: SAE Base/Speed zero vessel Movement

Burning off some creative energy and testing myself by designing some low-tech powers, and am thinking of using one of my staple low-tech vessels, the asteroid monitor, for the real low-tech power (-2 in all slots). However, due to the fact that several capital ships have only one engine point anyway, I'm going for either speed-0 vessels or bases. But that incorporates a new problem--these are supposed to have the capacity to be mobile, so I've come up with one of three fixes:

1) Allow 'half-movement' points--the vessel will have 1/2 an engine, which will take two turns to have the capacity to move the vessel one hex. This is my second choice. My main reason for this not being first is because I'm not sure whether it'd mess up the ORat calculations. I don't think it would, but you never know.

2) In a similar way to ammunition-using weapons, give said vessel a single engine point and a few points of 'fuel'--each 'burn' allows the vessel to move one point as normal. This is my third choice, mainly as I'm not sure Starmada can cope with a fuel expenditure system.

3) A simple amendment stating that speed-0 vessels and bases can either start stationary, or have a momentum of one in a particular direction. This would be stated either at the start, or in the special rules or set-up of a scenario. With regards to bases, I'd suggest it automatically loses its re-roll if it is moving, in a similar vein to the 'loses re-roll if rotating' aspect of bases. I like this idea because it has the potential for a base to 'drift' into a minefield laid by the other side, and (in this particular setting) allows the truly low-tech side to have a heavy 'mobile' unit rather than limiting it to light units. It also seems to have the least difficulty to implement.

What do you think would be the way to go?

(also, I doubt it'll get released before Nova Edition, but I'll still attempt to release it anyway, although whether there's any interest is another matter. Basically, this is almost me taunting Dan: "Release Nova Edition before I strike again!" tongue)

Re: SAE Base/Speed zero vessel Movement

I bet Dan has already forgotten SAE big_smile . Its so yesterday or should I say last January wink

Personally I favour option 1. The 1/2 movement which allows movement on say even numbered turns, as its easy to play. It shouldn't screw up the orat as that's simply  mathematical calculation. The mobile base doesn't get the bonus as its always moving. However if adopted as a general rule it would open the door to speeds of 2.5 etc :cry:  and with Nova on the way do we really need to be coming up with rules changes for SAE?

Another way would be to double the weapons ranges and speeds and play at a smaller hex 'scale'. Ships with a half movement would then move 1.

On the other hand, I'm always saying that Stamada is a construction set for any setting and you pick the bits you need to make the setting work. If half movement doesn't work outside your setting who cares, if you need a half movement rule go with the one you want.

Re: SAE Base/Speed zero vessel Movement

Option 3 sounds entertaining to me...  then again, I quite like minefields tongue

Re: SAE Base/Speed zero vessel Movement

@Mikeaxe: my main objective was to create a setting with as low-tech a feel as possible, and because I had intended to add an 'advanced' power with normal weapon ranges, speeds etc (but that fell apart when I just couldn't get the 'feel' of the power right). Ranges for most weapons range in the 3-9 range, with 12-15 for long-range. Fighters are speed 5-6, and AFBs are present. While it might be 'sensible' to do what you said, I want to be contrary, plus it would be like quite a few of my other settings. Besides, the first power has a few ships I really like the feel of, and changing the ranges might just throw it off.

@Nomad: exactly, which is why I like it too. Ah well, I'll go with that then...:)

Re: SAE Base/Speed zero vessel Movement

murtalianconfederacy,
As I said in the end of my reply its your universe and what you decide doesn't have to work in mine. For example I have been converting the old game Imperium to SFO using a 'missile' weapon trait  rather than drones. Given the fixed nature of the ships I think it works well but probably not suitable for general application.

One word of warning, you do realize that this setting is yet one more you will need to covert to SNE for all your fans. Very soon (hopefully) you are going to be very busy I suggest you enjoy the rest. wink

Re: SAE Base/Speed zero vessel Movement

Oh, yeah, that could be a problem. Nevertheless, its just a problem I'll have to encounter when it comes up...:)